You've probably heard this before but you've made enchanted items completely useless to anybody who doesn't have enchant as a major.
I've heard it. Don't really agree with it, but I've heard it.
It used to be that any class could use items appreciably but classes with higher enchant could really get an advantage out of it.
That's a wee bit of an understatement, like saying that Hitler was a mildly unpleasant fellow.
Yet it seems like all these changes (10x charge cost etc.)
I actually don't do that. Can't. It's not within the ability of the CS.
were made for only one purpose: spamming conjuration and destruction spells. Wouldn't it be easier to just ban On Cast destruction and conjuration spells? - rather than gimp ALL enchantments,
Destruction may be the worst of the bunch, but give me just about any effect and I'll find a way to abuse it in the enchanting system.
And really although enchant does get fairly powerful at lv 70+ now that you have jacked it up to 10x its useless at anything under lv 70.
Again... I haven't done this. I can't do this. It's not possible.
Trying to align spell progression with "enchantment progression" seems to be wrong, since enchanted items have to be found, usually by beating up some monstrous baddies and if you buy them, they cost far more than any spell, probably more than the cost of purchasing the spell multiplied by the number of times you actually use it in your character's lifetime.
Again, I don't think I'm going to be able to respond to this without resorting to directly quoting the readme...
Again, I should probably explain. Remember that enchanted items have both a zero-percent failure rate and an instant casting time, meaning that the only limitation to how fast you can dish out the pain from your enchanted codpiece of hellfire is how fast you can spam the "use" key. Many players don't really seem to appreciate the monumental significance of these features except by universally crediting them for the fact that the enchant skill essentially replaces spellcasting about an hour into the game. Getting just a few uses out of an enchanted item is already a nice bonus in and of itself, but getting several hundred uses after breaking the second half of the chessboard (wiki it) is [censored] ridiculous.
The other motive to increase the charge cost per use overall is to make the enchant skill behave more like the magicka skills with respect to your ability to utilize powerful enchantments. A character with a skill level of 5 in Destruction, for example, has exactly a snowball's chance in hell of successfully casting God's Frost, so why in the [censored] shouldn't a character with an enchant skill of 5 be equally inept at casting the exact same spell from an enchanted item? The argument that any player good enough to acquire the necessary items and souls to pull off such enchantments deserve whatever they can make out of them is [censored], because even a level 20 character is still going to svck at whatever skills he or she hasn't put any effort into developing, regardless of whatever equipment they've found.
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One other (tentative) comment: seems like you have reduced prices for all items, which is great. However, you might want to readjust prices for the rarer items like ebony and daedric a little bit upwards since, I suspect that with the current price changes, the player will always feel like he's floating at the poverty line, when what you really want to do is make high level players feel at least a little bit wealthy. Say something like 30-40% pricier. You may also want to adjust the gold available to merchants so that it is less troublesome to sell higher priced items (and it's not like the tiny gold cap on most merchants is a good way of balancing things anyway since you've already adjusted item prices - it just irritates people). Say 4x or so.
Actually, I still feel they're a bit too high.
I see the problem, though, is that our aims are completely different. I'm deliberately trying to keep the player in poverty, even into higher levels. This directly contradicts a lot of what you're suggesting I do
BTW some mods you might want to add to your mod list for the purposes of convenience:
Melian's teleport: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8153: infinite marks and can choose which to recall too. Very useful since it allows travellers that are half dead in the middle of a journey to return home, freshen up, and go back into the fight, rather than Mark current spot, Divine Intervention, run back home, and then recall.
Sneaking realism: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8636: adds a wee bit more sophistication to sneak, something which you lamented about.
The second one I may look at, but the first one is another one of those things where you're just aiming in a totally different direction than me. It's not necessarily a bad thing, but we'll have to agree to disagree.
btw why did you adjust sneak attacks to 2.5x? You probably shouldn't now with the mod since you are penalized for using non-short blade weapons when sneaking.
I don't get why people keep asking about this one so much. It's not new to the latest version of my mod... though I guess maybe it wasn't until this version that people actually started using the Settings plugin.
Honestly, I think I put maybe about ten seconds' thought into that edit, if that. Most of the other hot-button edits are ones I lamented over for hours, some even for days. I really don't know what else to say except 4x damage is just ridiculously high